Wednesday, March 20, 2013

Shadow-Infused Draconic Brass Golem

I've been running a D&D game on Myth-Weavers for the last few years.  Since 2006, I think.  Honestly, I'm not sure.  But I know it's been awhile.  It's not a new thing.  

Anyway, we recently converted the game over from D&D's 4th Edition to D&D Next, the experimental playtest rules that Wizards of the Coast is currently beta-testing, and in the course of adapting to the playtest rules, we re-imagined our Party's characters from the 14th Level Paragon Bad-Asses that they were into 7th Level Not-Quite-As-Bad-Ass-But-Still-Quite-Potent PCs now.  It's been an adjustment both for me and for them, but I think we're all starting to get into the groove.  

That said, I've been building their first real, full-sized D&D Next dungeon, and I wanted to cap it off with a super-awesome monster.  The problem is that most of the monsters in the playtest's Monster Manual are kind of generic, and I'm not yet exactly sure how the homebrewing rules work.  So I went to the D&D Next Forum on Google+ looking for some inspiration, and while I got a couple of ideas that I really liked, the one I went with was the Shadow-Infused Draconic Brass Golem, which guards the gateway between the bottom of the Fire Temple in the Shadowfell and the Fire Cult's main temple in the long-promised City of Brass.

Shadow-Infused Draconic Brass Golem
Huge Construct
Armor Class 15
Hit Points 136 (13d10+65)
Immunities charmed, frightened, nonmagical weapons (except those made of adamantine), paralyzed, sleep, and stunned; see also: Clockwork Creation trait.
Speed 30’
Senses darkvision 150’
STR 23 (+6)        DEX 14 (+2)        CON 20 (+5)
INT 3 (-4)        WIS 10 (+0)        CHA 1 (-5)

TRAITS

Clockwork Creation  The golem is a clockwork creation.  It has a heart but no mind, and as such, it is immune to all spells and effects that affect the mind, i.e. it cannot be put to sleep, stunned, frightened, etc.
Draconic Heart  The golem is an amalgamation of the heart of a Shadow Dragon and the arcane pseudo-science of the City of Brass.  It is resistant to all attacks involving magic or poison, and it has Advantage on all saving throws against magical effects.
Frightful Presence  A creature that starts its turn within sight of the golem must make a DC 12 Wisdom or Charisma saving throw.  Failed Save: The creature is Frightened for one minute.  While Frightened, the creature must use its movement to move at least 50’ away from the golem.  As an action, the creature can make another Wisdom or Charisma saving throw to end the effect.  Successful Save: The creature is immune to this effect for 24 hours.

ACTIONS

Mulitattack  The golem makes one Bite and two Claw attacks or one Bite and one Tail attack.
Bite  +8 to hit (reach 10’; 1 creature).  Hit: 17 (2d10+6) piercing damage.
Claw  +8 to hit (reach 10’; 1 creature).  Hit: 10 (1d8+6) piercing damage.
Tail  +8 to hit (reach 10’; 1 creature).  Hit: 10 (1d8+6) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.
Fiery Shadows  The golem creates a cloud of fiery shadows within a 50’ radius around it.  Creatures within the cloud can use a Reaction to make a DC 14 Dexterity Saving Throw.  Successful Save: They successfully leap outside the cloud before it comes into contact with their skin.  The target takes no damage but must move outside the cloud burst.  If a creature chooses to stay within the cloud, it must make a DC 16 Constitution Save or take 22 (5d6+5) points of fire and necrotic damage.  Successful Save: Half damage.
The area inside the cloud of Fiery Shadows is magical darkness.  Creatures with darkvision can see inside the cloud, but the cloud itself cannot be banished except for by a successful Dispell Magic spell.
The cloud lasts for 1 minute.

ENCOUNTER BUILDING

Level 13        XP 13,500


CREATURE NOTES

The shadow-infused draconic brass golem is a creation of the Rakshasa Arcanists Guild of the City of Brass.  It is created via a powerful arcane ritual during which the heart of a living Shadow Dragon is removed and the fused into a clockwork engine of destruction of the Arcanists’ design.  The resulting creation is a mindless horror, not truly alive but driven still by the rage and pain of the dragon whose heart fuels the golem’s body.
Draconic golems of all types are rare and expensive creations.  The rakshasa use them to guard only the most important treasures and entrances to the most important workshops and temples.



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